Robotic system for use in gaming entertainment environment

ABSTRACT

A system for providing a method of entertainment to players of competitive card games using:
         a) a source of randomized physical or virtual playing cards;   b) a processor having knowledge or no knowledge of card rank and suit order in the randomized playing cards;   c) the processor containing memory of game strategy for the competitive card games;   d) a mechanical or electromechanical card moving system for providing randomized playing cards to a player position and a dealer position;   e) a player input for providing wagers in the competitive card games;   f) the processor configured to exercise code to perform wagering events in the competitive card game based upon knowledge of card rank and suit order in the randomized playing cards and performance of the stored game strategy; and   g) the processor resolving wagers made in the competitive card games at conclusion of rounds of play in the competitive card games.

This application claims priority from U.S. Provisional PatentApplication No. 62/005,524, filed 30 May 2014.

BACKGROUND OF THE INVENTION

1. Background of the Art

The present invention relates to the field of entertainment,particularly mechanically assisted entertainment that can simulate orenable playing card gaming between a player position and a dealer (houseor banker) position. The dealer position may be represented by a roboticsimulation of a dealer.

2. Background of the Art

Public entertainment machines have been available for centuries.Puppets, marionettes, automatons, jack-in-the-boxes, and fortune-tellingmachines have been attractive at fairs, circuses, carnivals and otherentertainment events.

Robotic and interactive devices (with processor controlled movement anddisplays) have become an important part of the entertainment industry.In the gaming industry, automated roulette wheels, automated dicethrowing machines and the like have been used for a relatively shortperiod of time. These machines merely replicate ordinary play (sometimeswith electronic wagering) of these standard casino games, and oftenreduce player entertainment value through elimination of casinopersonnel interaction without any other way of increasing entertainmentvalue from play on the devices.

U.S. Pat. No. 6,403,908 (Stardust) discloses an automated method andapparatus for sequencing and/or inspecting decks of playing. The methodand apparatus utilizes pattern recognition technology or other imagecomparison technology to compare one or more images of a card withmemory containing known ‘good’ images of a complete deck of playingcards to identify each card as it passes through the apparatus. Once thecard is identified, it is temporarily stored in a location correspondingto or identified according to its position in a properly sequenced deckof playing cards. Once a full set of cards has been stored, the cardsare released in proper sequence to a completed deck hopper. The methodand apparatus also includes an operator interface capable of displayinga magnified version of potential defects or problem areas contained on acard which then may be viewed by the operator on a monitor or screen andeither accepted or rejected via operator input. The patent is alsocapable of providing an overall wear rating for each deck of playingcards. In order to certify that deck of playing cards is good andacceptable for play, the casino must ascertain that: (1) there is oneand only one of each type (i.e. by suit and rank) of playing card in thedeck of playing cards, (2) all of the backs of the playing cardscontained in the deck are of the same color, (3) there are no defectiveplaying cards (i.e. torn or cracked cards, cards with dimples orfingernail marks, cards with missing print or cards with spots), and (4)there are no boxed cards (cards facing backwards, etc.) contained in thedeck of playing cards. Imaging cameras are used to obtain one or moreimages of each side of the card after the double card check is made. Alow resolution image is made of the front to determine suit and rank andback to determine color of the card. Generally, high resolution imagingis utilized to determine fine marks and problems. If the system is notin an inspect mode, it is possible to use the cameras simply to image acorner of the card, since the information necessary as to color and suitand rank is available in this portion of each card.

U.S. Pat. No. 5,941,769 (Order) discloses that in professional use intable games of chance, playing cards are provided which will registerand evaluate all phases of the run of the game automatically. This isachieved by a card shoe with an integrated device for recognition of thevalue of the drawn cards (optical recognition device and mirroring intoa CCD-image converter); photodiodes arranged under the table cloth toregister separately the casino light passing through each area forplacing the gaming chips and areas for placing the playing cards independence of the arrangement or movement of the chips and playing cardson the mentioned areas; a device for automatic recognition of each bet(scanner or a RFID-system comprising a S/R station and gaming objectswith integrated transponder); an EDP program created in accordance withthe gaming rules to evaluate and store all data transmitted from thefunctional devices to the computer; and a monitor to display the run ofthe game and players' wins.

U.S. Pat. No. 5,770,533 (Franchi) describes a casino operating systemfor controlling the flow of funds and monitoring gambling activities ina casino or a gaming establishment utilizing a network of computers,including a central computer and individual game computers. Each playerreceives an encoded betting card from the cashier. At the games, eachplayer position is equipped with a control panel including a card readerinto which the betting card is inserted. The control panel also includesan electronic screen and keyboard. From the control panel, the playermay place a bet and perform all options available to the player in theparticular game. The system records the hands dealt to each player andthe winner, and credits or debits the player's betting card accordingly.In an alternative embodiment, the casino operating system allows theplayers to use chips to place bets instead of the above-describedbetting card. The chips are marked or encoded so that they can becounted once final bets have been placed to determine the amount of eachplayer's bet. In games requiring the placement of bets in certainpositions on the gaming table, each player may be provided with abetting marker used to indicate the position of his bets on the table, atouch-sensitive screen maybe used whereby bets are placed by touchingthe desired position on the screen, or a two-way remote control consolefor placing bets. The casino operating system is an open architecturesystem adaptable to accommodate the differing needs of each casino.

U.S. Pat. No. 4,531,187 (Uhland) describes a system for monitoring theplay at gambling games. The preferred embodiment comprises a system formonitoring the play at blackjack as that game is played in casinos. Thesystem typically will comprise video monitor means for generating adigital representation of the bets made by the players and of the cardsdealt to the players and to the dealer, so that an output can begenerated indicating whether the correct payouts are made and betscollected. An alarm signal is generated if an error is made in the playof the game. An alarm signal may also be generated if the long-termstatistics of the game indicate that the odds ordinarily applicable tothe game have been departed from over a period of time.

U.S. Pat. No. 8,221,244 (French) describes methods and systems forintelligent tracking and/or play and/or management of card gaming use anintelligent card distribution or holding device with detectors fordetermining the value and unique identity of individual cards and forrecording card play. Playing cards are equipped with a read/write datastorage connected to a transponder and/or incorporated intoelectromagnetic writable particles or smart particles (smart dust). Asystem of the invention records various game play events on the playingcards themselves during game play and optionally also in a database onthe system. In specific embodiments, the principal scanning and writingelements and electronic and optical interfaces are embodied into ahand-held card holder (HHCH). The system can scan playing cards, scangaming chips, indicate a player's win/loss/draw, increase or decreaseplayer betting positions, and compute awards to players based on theirplaying activity.

U.S. Pat. No. 7,967,672 (Shigeta) describes a card reading device thatcomprises a rail for guiding a card; card sensors for detecting apassing card which is slid by hand and guided by the rail, which areplaced in a card sliding direction with a certain gap; and readingsensors for reading code attached to the card, which are placed betweenthe two card sensors in the card sliding direction. The cards have thecode which is printed in UV-luminous ink on the card, and the codecomprises at least two code rows which are placed across the cardsliding direction with a certain gap. The two reading sensors are placedin positions which correspond to the gap of the two code rows, and thecard sensors output signal for detecting a position of the passing card.

U.S. Pat. No. 6,629,894 (Purton) describes a card inspection device thatincludes a first loading area adapted to receive one or more decks ofplaying cards. A drive roller is located adjacent the loading area andpositioned to impinge on a card if a card were present in the loadingarea. The loading area has an exit through which cards are urged, one ata time, by a feed roller. A transport path extends from the loading areaexit to a card accumulation area. The transport path is further definedby two pairs of transport rollers, one roller of each pair above thetransport path and one roller of each pair below the transport path. Acamera is located between the two pairs of transport rollers, and aprocessor governs the operation of a digital camera and the rollers. Aprinter produces a record of the device's operation based on an outputof the processor, and a portion of the transport path is illuminated byone or more blue LEDs. Preferably a low temperature source of light islocated so as to illuminate the area of the card that is being scanned.

The computer or signal processor compiles the scan data and reports andrecords the result of the scans of all of the cards in the one or moredecks. FIG. 15 of Purton illustrates how a card transport path 400 maybe subdivided by locating baffles above or below the roller pairs inorder to create distinct zones. Each zone may have a particular form ofdetector, polarimeter, diode or line scanner as well as a particularlight source or lighting method. By locating sensors both above andbelow the transport path, both sides of the card may be examinedsimultaneously. This provides the opportunity to detect suit and valueof an inverted card as well as increasing the sophistication with whichtampering may be detected. Polarized light may be used to detect certainforms of tampering. In such a case, the polarity of the light source maybe rotated during the detection process. Similarly, a non-polarizedsource may be moved during the detection process to create a movingshadow. One or more light sources may be movable or set to illuminateoff-axis so that certain forms of scratches and pinholes may be moreeasily detected by their shadow or reflectance. It is contemplated thatboth color and monochrome imaging methods may provide useful informationabout the condition of the cards. Similarly both digital and analoguesensing methods are seen to have independent utility and functionalitywith regard to both suit and value detection as well as the detection offaults, wear and tampering. It should be noted that thecompartmentalization of the card transport path into distinct lightingand sensing zones may be applied to any embodiment disclosed.

Published U.S. Patent Application Document No. 20050242500 (Downs III)describes a sensing system for determining the rank and suit of playingcards. The system includes a sensing module capable of reading a line ofdata from a printed image, a position sensor and a hardware componentthat combines the signals from the sensing module and position sensor,converts the signal to binary values and compares the converted signalto stored signals. The comparisons are correlated to identify card rankand Suit. The system can be used in a playing card delivery shoe used tocontrol the game of baccarat. The shoe may be a customary dealing shoeequipped with a sensing module, or may be a mechanized shoe. Themechanized shoe may comprise a) an area for receiving a first set ofplaying cards useful in the play of the casino table card game ofbaccarat; b) first card mover that moves playing cards from the firstset to a playing card staging area wherein at least one playing card isstaged in an order by which playing cards are removed from the first setof and moved to the playing card staging area; c) second playing cardmover that moves playing cards from the playing card staging area to adelivery area wherein playing cards removed from the staging area to thedelivery shoe are moved in the same order by which playing cards wereremoved from the first set of playing cards and moved to the playingcard staging area; and d) playing card reading sensors that read atleast one playing card value of each playing card separately after eachplaying card has been removed from the area for receiving the first setof playing cards and before removal from the playing card delivery areaOne exemplary sensing system is a CIS line scanning system with anassociated card position sensor and a FPGA hardware element.

Published U.S. Patent Application Document No. 20070018389 (Downs III)describes a method and an apparatus determines at least one of rank orsuit of a playing card. The apparatus has at least one two-dimensionalcomplementary metal oxide semiconductor imaging system that provides asignal when playing cards are moved over the system. The signal is aseries of gray scale values that are converted into binary values. Thesensed data is transmitted to a hardware component that identifies atleast one of rank and suit to an external data storage device.

Published U.S. Patent Application Document No. 20070102879 (Stasson)describes a playing card shuffling device has a visual display ininformation communication with the playing card shuffling device. Atleast one processor is programmed to provide displayable information tothe visual display indicative of an amount of time remaining or timeexpired in a procedure performed by the shuffling device. FIG. 1 shows apartial perspective view of the top surface of a first shuffling andcard verification apparatus according to a practice of the invention. Inthis example of the invention, the device randomizes and/or verifies oneor two decks of cards. The shuffling apparatus has a cardaccepting/receiving area that is preferably provided with a stationarylower support surface that slopes downwardly from the nearest outer sideof the shuffling and verifying apparatus. A depression is provided inthat nearest outer side to facilitate an operator's ability to place orremove cards into the card accepting/receiving area. The top surface ofthe shuffling and verifying apparatus is provided with a visual display(e.g., LED, liquid crystal, micro monitor, semiconductor display,multi-segment display, etc.), and a series of buttons, touch pads,lights and/or displays. These elements on the top surface of theshuffling and verifying device may act to indicate power availability(on/off), shuffler state (jam, active shuffling, completed shufflingcycle, insufficient numbers of cards, missing cards, sufficient numbersof cards, complete deck(s), damaged or marked cards, entry functions forthe dealer to identify the number of players, the number of cards perhand, access to fixed programming for various games, the number of decksbeing shuffled, card calibration information, mode of operation (i.e.shuffling, verifying or both shuffling and verifying) and the like), orother information useful to the operator or casino. Among thenon-limiting examples of these techniques are 1) a sensor so that when apre-selected portion of the card (e.g., leading edge, trailing edge, andmark or feature on the card) passes a reading device, such as an opticalreader, the bottom pick-off roller is directed to disengage, revolvefreely, or withdraw from the bottom of the set of cards; 2) the firstset of nip rollers or off-set rollers may have a surface speed that isgreater than the surface speed of the bottom pick-off roller, so thatengagement of a card applies tension against the bottom pick-off rollerand the roller disengages with free rolling gearing, so that no forwardmoving forces are applied to the first card or any other card exposedupon movement of the first card; 3) a timing sequence so that, uponmovement of the bottom pick-off roller for a defined period of time orfor a defined amount of rotation (which correlates into a defineddistance of movement of the first card), the bottom pick-off rollerdisengages, withdraws, or otherwise stops applying forces against thefirst card and thereby avoids applying forces against any other cardsexposed by movement of the first card from the card accepting/receivingarea 106 and 4) providing a stepped surface (not shown) between pick-offroller and off-set rollers 146 that contacts a leading edge of each cardand will cause a card to be held up or retained in the event that morethan one card feeds at a time.

Shuffler systems, especially those having a scanning system, can beconverted to card inspections systems or may have card inspectionsystems according to the present technology integrated into theshufflers, randomizers and playing card delivery systems. Examples ofsuch card moving systems include, but are not limited to U.S. Pat. Nos.8,210,536; 8,210,535; 8,205,884; 8,191,894; 8,170,323; 8,150,875;8,118,305; 8,109,514; 8,070,574; RE 42,944; 8,038,521; 8,025,294;8,012,029; 8,011,661; 8,002,638; 7,988,152; 7,976,023; 7,971,881;7,967,294; 7,950,663; 7,946,586; 7,933,448; 7,933,444; 7,854,430;7,784,790; 7,769,232; 7,764,836; 7,753,373; 7,717,427; 7,699,694;7,677,566; 7,677,565; 7,669,852; 7,597,623; 7,594,660; 7,593,544;7,584,963; 7,584,962; 7,434,805; 7,413,191; 7,407,438; 7,384,044;7,374,170; 7,367,884; 7,367,561; 7,338,044; 6,676,127; 6,659,461;6,655,684; 6,651,982; 6,651,981; 6,588,750; and 6,588,750.

Other disclosures have also contemplated optically reading of playingcards. For example, U.S. Pat. Nos. 6,582,301; 6,039,650; and 5,722,893to Hill et al. describes a shoe with a card scanner, which opticallyscans a playing card as the card moves out of shoe. The card suit andvalue is then recognized by a neural-network algorithm. Otherdisclosures have also attempted to track cards by use of card shoes thatoptically recognize the cards as they are drawn from the shoe. Forexample, U.S. Pat. Nos. 5,941,769 and 6,460,848 disclose a card shoewith an optical device that deflects and transmits a reflected image ofthe card value imprint from the drawn playing card to a CCD imageconverter. Still other disclosures have attempted to combine detectionof playing cards optically and gambling chips by some means. Forexample, U.S. Pat. Nos. 5,605,334; 6,093,103 and 6,117,012 to McCrea etal., disclose a game table system for monitoring each hand in aprogressive live card game. The system comprises a shoe that opticallydetects the value and suit of each card, a game bet sensor to detect thepresence or absence of a bet, a card sensor located at each playerposition to detect the presence or absence of a playing card, and a gamecontrol. The game control receives information on the presence orabsence of a bet or playing card to ensure a bet is placed before theplaying card is dealt.

Published U.S. Patent Application Document No. 20100019449 (Downs III)describes how a playing card delivery shoe is used in the play of thecasino table card game of baccarat or blackjack or any game where cardsare pulled one at a time from the shoe. The apparatus comprises a readeror an imager that scans lines bisecting the image at spaced intervals.The scanning occurs on playing cards in at least the region where suitand rank symbols are provided. The scanner output is a series ofvoltages that are converted to binary information. This binaryinformation is compared to stored binary information to determine rankand suit. The upper surface of the output end of the shoe contains apartial barrier for cards being scanned. The partial barrier has anelevated surface and limits a size of a pathway so that only one cardcan be removed at a time.

U.S. Pat. No. 6,460,848 (Soltys) describes a system that automaticallymonitors playing and wagering of a game, including the gaming habits ofplayers and the performance of employees. A card deck readerautomatically reads a symbol from each card in a deck of cards before afirst one of the cards is removed. The symbol identifies a respectiverank and suit of the card. There are numerous other related patentsincluding U.S. Pat. Nos. 6,712,696; 6,688,979; 6,685,568; 6,663,490;6,652,379; 6,638,161; 6,595,857; 6,579,181; 6,579,180; 6,533,662;6,533,276; 6,530,837; 6,530,836; 6,527,271; 6,520,857; 6,517,436; and6,517,435.

U.S. Pat. No. 8,119,975 (Downs III) describes a high speeddeterministic, non-contact, 3-axis free trajectory measurement deviceand free trajectory imaging device. A data providing device associatedwith a trajectory sensing system has at least a frame. The framesupports at least two sensing receivers and at least one emitter for thesensing receivers. The sensors sense movement and/or position withrespect to a surface. The frame supports a third sensor that sensesinformation (e.g., image data) from the surface at least in addition tomovement. There is also a communication link from the two sensingreceivers to a data storage device; a communication link from the thirdsensor to a data storage device or to a processor and then a datastorage device; and a processor that determines position of the systemwith respect to the surface based at least in part on data from the twosensing receivers. The emitters and sensors may be carried on ahand-held device in communication with a recorder or processor.

Robotic elements are minimally used in the field of gaming. In fact, theterm is used loosely to cover almost any mechanical operation. Forexample, shuffling apparatus, automated dice casting systems (e.g.,Published U.S. Patent Application Document No. 20110018194 (Nicely);Published U.S. Patent Application Document Nos. 20090118006,20090118005; and 20090118001 (Bryan, including automated sensing ofoutcomes), automatic roulette systems and any simple mechanical elementis considered a ‘robot.’ For example, in U.S. Patent ApplicationDocument No. 20070213112 (Humphrey) is disclosed an asserted roboticsystem in which there is a card game whereby pre-programmed computerplayers play a discrete number of hands of said card game and then therange of results is recorded. Then, at least one human player is allowedto play the exact same number of hands of said card game that thecomputer players previously played. Then, the result of how the humanplayer performed is compared to range of results of the computer players(for instance by comparing chip counts, points, winnings, etc.). Thehuman player becomes eligible to be awarded prizes based upon how wellsaid human player performed relative to how the computer player(s)performed.

Bingotimes Digital Technology Co., Ltd. Markets a “robotic series” ofgaming apparatus which is little more than an articulated shovel armthat moves a playing card, for example in a baccarat game.

Other systems known to be available for reading of card symbols (e.g.,suits and rank) include at least WIPO Published ApplicationWO/2000/051076 (Dolphin); Published U.S. Patent Application DocumentsNo. 2011020175; 2010061342; 20040026636; and U.S. Pat. Nos. 6,726,205;6,527,191; 6,533,276 and 8,020,869. All of the references cited hereinare incorporated by reference in their entirety to provide enablingbackground for systems and technology and methods.

There are numerous programs, systems, tables, look-up tables, andstrategies in memory that are known and available within the field ofgaming. For example, U.S. Pat. Nos. 8,287,347 and 8,591,305 describes aprogram for allowing players an opportunity to conform play to optimumstrategies that are stored in memory and compared to actual play ofwagers and cards by the player. Published U.S. Patent ApplicationDocument No. 20120190423 (Yoseloff) describes a methodology forevaluating player performance, which requires knowledge of optimumplaying card game play and strategy.

SUMMARY OF THE INVENTION

A system for providing a method of entertainment to players ofcompetitive card games using:

-   -   a) a source of randomized physical or virtual playing cards;    -   b) a processor having knowledge of card rank and suit order in        the randomized playing cards;    -   c) the processor containing memory of game strategy for the        competitive card games;    -   d) a mechanical or electromechanical card moving system for        providing randomized playing cards to a player position and a        dealer position;    -   e) a player input for providing wagers in the competitive card        games;    -   f) the processor configured to exercise code to perform wagering        events in the competitive card game based upon knowledge of card        rank and suit order in the randomized playing cards and        performance of the stored game strategy; and    -   g) the processor resolving wagers made in the competitive card        games at conclusion of rounds of play in the competitive card        games.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 shows a perspective view of a robotic gaming system 2 accordingto technology described and enabled herein.

FIG. 2 is a flow diagram according to one practice within the scope ofthe present technology.

DETAILED DESCRIPTION OF THE INVENTION

A system for providing entertainment to players of competitive cardgames has:

-   -   a) a source of randomized playing cards.

Where physical playing cards, the cards may be randomized and providedin a dealing shoe or as a shuffled set of playing cards placed on thegaming surface, such as a gaming table. Where virtual playing cards areprovided as displayed images on one or more display screens, the randomdisplays being provided by a random number generator and recall ofimages of playing cards from memory.

-   -   b) a processor having knowledge of card rank and suit order in        the randomized playing cards.

The knowledge of the card rank and suit in the randomized playing cards(as delivered or before delivery of playing cards) may be provided bydistribution from a known order of randomized playing cards or byreading of playing cards as they are delivered. The playing cards may beread before inserting into a delivery shoe, read during insertion into adelivery shoe, read while within the delivery shoe or read or read asdelivered from a delivery shoe. Where a shuffling apparatus is used, theplaying cards may be read as they are moved from an insert position intoa randomization system (e.g., trays in a carousel or chambers in astack); read as they enter chambers, trays or racks; read as they leavethe chambers, trays or racks; or read as the cards enter or leave thedelivery tray of the shuffler.

-   -   c) the processor containing memory of game strategy for the        competitive card games.

As shown above, many different strategic systems are known and availablefor exercise of strategy, and electronic systems with strategy availablefor use in gaming equipment are known in the art. These systems areembedded in the software and memory executed or accessed by theprocessor with knowledge of the final position of the cards, theirindividual values and the ranks of hands at the various game positions(one or more player positions and a dealer or house position).

-   -   d) a manual or mechanical card moving system (or a manual        removal system from a delivery tray or shuffling delivery tray)        for moving randomized playing cards from the source of        randomized playing cards to a player position and a dealer        position.

Where the playing cards are provided in a delivery shoe, a manualremoval and delivery action may be provided, either by a live player orby mechanical action from a robotic device (e.g., an arm on the roboticdevice with suction cups or grasping ‘fingers’ to move the cards.

-   -   e) a player input for providing wagers in the competitive card        games.

The player input may be chips or tokens or electronic gaming wager entrysystem. The tokens may be read electronically (e.g., image reading by acamera, RFID, smart chip or the like) and manually moved to a wagerposition at the player position. The player input at the player positionmay be a tray or collection device that removes chips and/or awardschips from a supply (under table or robot controlled). For example,players may be provided with an initial number of gaming tokens (ofpreferably only nominal value, not convertible to currency) placeamounts of their wager on a tray. The amount of the wager is provided tothe processor by player input, RFID reading, visual reading and thelike. The player resolves the wager on individual hands by, for example,lowering the tray with tokens on it and removing the tokens when thereis a player loss, or alternatively lowering the tray or lowering aseparate tray (e.g., with an elevator system that drops the tray below agaming table surface) and adding tokens for a wager resolution when theplayer position wins the round of play. A live director at the gamingtable may manually resolve wagers. A token delivery system (much like aslot machine payout system) may also be used to deliver tokens. A TITO(ticket-in-ticket-out) system with non-redeemable values thereon mayalso be used. The non-redeemable amounts on a TITO ticket may be used inwagering during the entertainment game.

If there is direct electronic-only wagering, simple processor controlledaccounting functions can be used to address accounting outcomes onindividual rounds of play and collective rounds of play. Wagers andresolutions may thus be handled in a completely electronic format tosimplify the game.

-   -   f) the processor configured to exercise code to perform wagering        events in the competitive card game based upon knowledge of card        rank and suit order in the randomized playing cards and        performance of the stored game strategy.

The processor plays out the game, much in the same manner thatelectronic, competitive gaming apparatus (e.g., video poker games) playout the game, except that in games such as Five-Card Stud, seven-cardstud, seven-card hi-low, draw poker, Texas Hold'Em, Omaha poker and thelike, where there are multiple wagering steps and the exercise ofcompetitive strategy (e.g., larger wagers when the wager's hand knows itis winning, calling wagers when there is only a slight possibility ofsurpassing the opponent hand, etc.). Because the dealer position (withstrategy exercised by the processor), any player should be apprised ofthe detailed knowledge available to the dealer position if actual valueis being wagered. Because the system may be used for entertainment andnot for wagering actual value, the degree of knowledge of the dealerneed not be disclosed to players.

-   -   g) the processor resolving wagers made in the competitive card        games at conclusion of rounds of play in the competitive card        games.

As noted above and well known in the art, processors can be programmedand have access to memory to enable resolution of wagers according togame outcomes, especially with respect to playing card games such aspoker and poker variants.

The present technology will be commercially introduced in phases, witheach phase increasing in technical sophistication as a market developsfor the underlying concepts of the invention.

Phase 1 would be the least technically sophisticated and the most manuallabor intensive to perform. The system and operation of this phase wouldengage a live dealer to perform more complicated physical tasks, such asmovement of playing cards and chips. For example, the components inphase one and the performance of each component could be summarized asfollows:

-   -   a robotic component with an audio system;    -   a processor containing game strategy;    -   a set of randomized physical playing cards;    -   knowledge in the processor of the order of cards as they are        delivered from the set of playing cards, whether or not faces of        playing cards are exposed;    -   voice instructions in memory to direct execution of strategy        directed by the processor's game strategy;    -   a live “dealer” to (possibly resolve wagers) physically move        playing cards according to game rules to at least a player        position, a dealer position and optional community card        position; and    -   wagering positions for player wagers and dealer wagers (and        possibly code that can be executed to resolve all wagers at        conclusion of a round of play and provide accounting functions        to determine outcomes and totals after multiple rounds of play.

In Phase 1, one or more, preferably 1, 2 or 3 players and up to 6players would be in a competitive playing card game against the dealer,preferably a poker game, and especially Texas Hold'Em or Omaha Poker.Players and dealer make appropriate wagers in the ordinary play of thegame, as is known for the particular competitive game. The live dealermoves playing cards to the appropriate player position(s) and dealerposition. In Texas Hold'Em, for example, each player and the dealerpositions would receive two (2) separate random playing cards from therandomized set of playing cards. The live dealer or the robot (throughthe audio system and stored vocal recordings) would request playeractivity on wagers, and the robot, by executing code regarding playstrategy based on the knowledge in the processor of the playing cards ineach hand on the basis of a) knowledge of the order of cards in theoriginal set, b) knowledge of the cards immediately before delivery topositions on a gaming table, and/or c) knowledge of the individualplaying cards are they are moved from the set of randomized playingcards to each game position (player(s) hand(s) or dealer hand).

Wagers are made (by players and dealer/robot) and additional playingcards are provided from the residual playing cards from the original setof playing cards (e.g., by the dealer) according to normal proceduresand rules, as in traditional Texas Hold'Em Poker. The robot willannounce its wagers, delivery of playing cards and other game moves andexecution of strategies as might a human player. The strategiesexecuted, as described in greater detail herein, is based on theknowledge of both player hand ranks, dealer hand ranks, probabilities ofoutcomes and (where all future cards to be played are known) withcertain and absolute knowledge of outcomes.

Players may pay the casino or other establishment in a game challengingthe “skill” of the robot against player skill The player may pay a fixedamount for a sum of nominal value chips or wagering value. The game maybe played with these nominal value tokens accumulated or lost in apredetermined number of rounds of play (e.g., 2, 4, 5, 6, 8, 10, etc.rounds of play). At the conclusion of the predetermined number of roundsof play, the total value of the nominal value of the tokens for eachplayer would be noted (e.g., the accounting function of the processor).The player would receive a slip, certificate or just electronic noticeof the amount of final token value. Players can be given non-cash valueawards for levels of success in single games or in tournaments (hourly,multi-hourly, daily, weekends or weekly or more). Some mechanism forlegal award of cash value prizes can be provided, but this would makethe device and system a gambling system, rather than an entertainmentsystem. Both are within the scope of the present technology.

Phase 2 would seek to advance the system into a more automated system,with less interaction by a live dealer. For example, a delivery shoewith randomized playing cards may be inserted into and “arm” of therobot so that individual cards or groups of cards may be delivered fromthe arm (by a simple card moving system) to each required card positionas required in game play. Tokens may be provided in another “arm” forappropriate wager delivery or bet removal (by suction cups, vacuumapplication or mechanical claw) as directed by the processor. Thecompetitive games, strategies and resolutions would again be managed bythe processor with knowledge of all individual and collective playingcard suits and ranks, and all hand values according to the competitivegame played.

Phase 3 would move towards the final, expected, fully electronic gamingsystems described herein. Game play could still be individual playersagainst the robot, multiple players against the robot, individualsessions or tournament play.

Robots may have different levels of activity, from merely providingverbal commands, activating buttons to initiate verbal commands orcomments, move game pieces (arms moving cards or tokens/chips/tickets).The competition is, as previously indicated, preferably forentertainment value, although it could be educational (e.g., forteaching the competitive playing card game), and different levels ofskill (different qualities of strategies) can be available to theprocessor. These different levels of skill in the processor may be usedfor the different types of events. For example, in training mode, thelowest level of skill may be exercised by the processor, even withknowledge of all playing cards in the round. In tournament play, thehighest level of skill may be used, or blends (preferably randomly) maybe used with knowledge of the playing cards.

The play of the game may be advertised, for example, as:

-   STRUGGLE BETWEEN MAN AND MACHINE-   ADVANCE OF SMART ROBOTS-   ADVANCE OF ARTIFICIAL INTELLIGENCE, and the like.

A relatively completely robotic system for providing entertainment toplayers of competitive card games may be constructed with:

-   -   a) a source of randomized playing cards;    -   b) a processor having knowledge of card rank and suit order in        the randomized playing cards;    -   c) the processor containing memory of game strategy for the        competitive card games;    -   d) a mechanical card moving system (preferably associated with        the dealer position) for making randomized playing cards from        the source of randomized playing cards available to a player        position and a dealer position. The robotic system may be        animated to enhance the gaming entertainment experience,        including but not limited to audio capability using a human        voice.    -   e) a player input for providing wagers in the competitive card        games;    -   f) the processor configured to exercise code to perform wagering        events in the competitive card game based upon knowledge of card        rank and suit order in the randomized playing cards and        performance of the stored game strategy;    -   g) a robotic device simulating a dealer at the dealer position;        and    -   h) the processor resolving wagers made in the competitive card        games at conclusion of rounds of play in the competitive card        games.

The robotic system may use a robotic device with an audio system thatprovides language output from the memory relating to events in thecompetitive games. The audio emissions may relate to the play of thegame, include cordial comments, joking comments, commentary on the game,description of displayed playing cards, and other types of terms thatcan interact with the live player(s) to create entertainment value. Therobotic content might be only a display screen with an image of thedealer, but this is a least preferred embodiment. An actual mechanical,electromechanical robotic device is highly desirable in the practice ofthe present technology, with either male, female or androgynousattributes. A preferred robotic system may have a head, torso and atleast one moveable arm, with movement of the at least one moveable armcontrolled by the processor.

The robotic system engages in performance of wagering events in thecompetitive card game and is preferably based upon knowledge of cardrank and suit order in the randomized playing cards as delivered to theplayer position and the dealer position and performance of the storedgame strategy.

The robotic system is preferably used in conjunction with a competitivegame that is a playing card poker game and the wagers are resolved onthe basis of respective poker ranks in the player position and thedealer position. Any competitive poker playing card game is useful. Acompetitive poker game is one in which a dealer hand competes with aplayer hand, as opposed to a player playing only against a paytable (asin Let It Ride® poker. A paytable may be available in the present systemin conjunction with the competitive game. In a preferred competitivegame, if a player uses a wager against a paytable, the competitivedealer hand will also wager against a paytable.

The robotic system may have the processor execute code to provide audioinformation identifying at least game play strategy being performed bythe processor in the competitive game of poker, in addition to generalconversation and other communication similar to that which might occurat a gaming table. The robotic system also may use the processor toexecute code to provide the audio information identifying at least gameplay strategy being performed by the processor in the competitive gameof poker. To assure a balance in a competition between a live player andthe robotic system of the present technology, the processor may executecode that prohibits bluffing wagering against a player when theprocessor recognizes that a hand of playing cards at the dealer positionis a higher poker rank than a poker rank at a hand at a player position.

A method of playing a game of entertainment on a robotic system,including those described herein may be used to provide entertainment toplayers of competitive card games by:

-   -   a) providing a source of randomized playing cards;    -   b) a processor determining knowledge of card rank and suit order        in the randomized playing cards;    -   c) the processor containing memory of game strategy for the        competitive card games;    -   d) a mechanical card moving system making randomized playing        cards available from the source of randomized playing cards        available to a player position and a dealer position;    -   e) a player inputting wagers in the competitive card games;    -   f) the processor executing code to perform wagering events in        the competitive card game based upon knowledge of card rank and        suit order in the randomized playing cards and performance of        the stored game strategy;    -   g) a robotic device simulating a dealer at the dealer position;        and    -   h) the processor resolving wagers made in the competitive card        games at conclusion of rounds of play in the competitive card        games;

the game being played with only non-economic value wagers. The methodmay have all playing cards as randomized virtual playing cards displayedat the dealer position on a display device. The method may use allplaying cards are physical playing cards provided to the dealer positionand the player position. The method may also have the physical playingcards provided from a dealer shoe containing randomized playing cards orfrom a playing card randomizing system that provides randomized playingcards for distribution to the dealer position and the player position.

The following detailed prophetic example describes one method of playand a system within the scope of the present invention.

FIG. 1 shows a perspective view of a robotic gaming system 2 accordingto technology described and enabled herein. The robotic gaming system 2is shown with at least component parts of:

-   -   a gaming table 4;    -   a robotic simulated dealer 6 as head 8, torso 10 and arms 12;    -   a playing card dispensing tray 14 with playing cards 16 provided        from under the surface 18 of the gaming table 4 and an optional        display screen 14 a for display of virtual playing cards;    -   a processor 20 under the gaming table 4;    -   a wagering plate 22 at a player position 24 opposite the robotic        simulated dealer 6;    -   an elevator system 26 under the gaming table 4 and associated        with the wagering plate 22;    -   a source 28 of tokens 30 associated with the elevator system 26        to store tokens 30 both from capture from player losses and to        provide to players upon player winning outcomes; and    -   a ticket printer 32 for providing information on player winning        outcomes or final player winning/losing status.

A game of Texas Hold'Em poker may be played according to the followingsteps. A player seated at the gaming table (the player havingnon-economic value tokens with which to wager) places a wager on a wagerplate associated with an elevator that lowered itself below the tablesurface. Upon placement of the wager, two playing cards are dealt (e.g.,face down) to individual player positions and the dealer position. Theappropriate position (as defined by the rules of Texas Hold'Em or in asingle player versus dealer game, the player position) may make thefirst wager. The amount of the wager in known to the processor andaccording to stored strategy software executed by the processor withknowledge of the value, suit and rank of all playing cards dealt (andeven future cards that will be displayed or provided to the communityset of playing cards) make a responsive or initial game wager. Initialwagers or intermediate wagers may remain on the wagering tray or may bewithdrawn under the table, or as is done on a standard gaming table, allwagers from all sources accumulated on one or more wagering trays.

The present technology may include many variations within the scope ofthe present technology, and remain a unified invention. Among thevariations that may be practiced are at least the following:

A set of physical playing cards may be provided at the robot dealergaming table. This may be accomplished by providing a source of a firstset of random playing cards. As explained in greater detail herein, therandom set of cards may be provided by a pre-randomized (e.g., shuffled)playing cards, a shuffling device that would provide (e.g., in adelivery tray) one card at a time, sets of playing cards in exactnumbers (e.g., 2 for player and dealer and then, sequentially three, oneand one for Texas Hold'em as an example), or providing a continuousstream of random playing cards (e.g., a continuous shuffler) which areindividually distributed by a dealer. The shuffling may be performed bya number of various methods, including manual shuffling to produce arandomized set of playing cards. The automatic shufflers may operate byeither actually shuffling a portion of or entire set of playing cards(e.g., one or more decks of playing cards), or by providing hands orsubsets of playing cards randomly out of the original complete set ofplaying cards. The cards may be batch shuffled or continuously shuffled(returned, spent cards from previous hands are returned to the machineand randomly distributed among cards already in the machine). Theshuffling mechanism may be accomplished by use of carousels (or linearmoving stacked arrays) of multiple compartments into which cards areinserted (randomly or in predetermined locations among the compartments)and then unloaded from the compartments (randomly or in predeterminedorder of compartments) so that random hands or subsets of playing cardsare distributed to a delivery area for distribution by the dealer. Thecards may also be delivered to a delivery tray by random removal (e.g.,random ejection as understood in the art, or random removal by any othertechnology) from the original set and delivery of the randomlywithdrawn/removed cards to the delivery tray to form random hands orrandom subsets in the delivery tray.

The distribution of the physical playing cards (as opposed to the use ofvirtual playing cards distributed to viewing surfaces on the gamingtable or other electronic gaming devices by a processor using a randomnumber generator to select random playing cards, rather than a physicalshuffler) may be done by a physical operator, either a skilled or unskilled dealer, or even a player. The player may deliver the cards whenthe playing cards are read prior to delivery, so that ultimate cardpositions are known in advance of delivery. This would eliminate fraudby the player, and if fraud were committed, both the individual hand andthe event would be called void. The cards may be mechanicallydistributed by robotic means or other (conveyor) physical mechanisms,but manual delivery is the simplest format.

The chips or wagering components may also be manually delivered for therobotic dealer and, of course for the player position. The use ofelectronic wager entry terminals, with an accounting function in theprocessor are desirable. The player may make manual entries (or oralcommands received by the terminal) and the amounts of the wagers andeven visual images of stacks of chips wagered may be displayed. Thewagering terminals can eliminate the need for gaming chips. When gamingchips are used, numerous security and control technologies currentlyavailable may be used. This includes image recognition of chips in, outof and anywhere about the gaming table. In addition, RFID sensingsystems, and weighing systems such as those disclosed in copending U.S.patent application Ser. No. 14/703,887 (Electronic Gaming Systems withPhysical Gaming Chips and Wager Display), filed May 2015 in the name ofMladen Blazevic, which is incorporated by reference in its entirety.Chips and cards and any other gaming elements will generally remain onor about the gaming table. The chips may be dedicated (e.g.,non-absolute value chips) to the robotic game table so that they may notbe confused with normal casino wagering chips and so that normal casinowagering chips may not be brought into the game. As there may be specialawards offered on the robotic table, there should be no possibility ofgeneral casino chips being used in the game. Again, automated wageringon electronic terminals can overcome this problem.

The robot figure can be configured will play using poker playingsoftware with added features which will recognize amount of chips(dealer's/robot's and player's) to allow bluffing. Systems and softwarefor best gaming strategies are well known in the industry. These beststrategy systems can be incorporated into the game. Especially where thesystem is aware of player cards and robot's cards, bluffing is enabledby the robot. As the wagering event between player(s) and roboticposition dealer is not likely to be a controlled gaming event normallyfalling under Gaming Jurisdiction guidelines, this advantage andknowledge, whether or not publicized, can be acceptable.

The robot may be configured with speakers and an audio card so thataudio communication and announcements can seem to be made by the robot.These announcements can be made automatically, depending upon thedecisions made by the gaming strategy software. The amounts of wagers,and other actions may be made. The robot may be programmed with cannedphrases may be stored to be provided at appropriate times. Phrases mayeven be available to suggest or hint to players that bluffing orabsolute knowledge of player value hands is known. This kind of “trashtalk” is common at poker tables and would help create a realistic gameenvironment. A live table manager/dealer can also initiate theseannouncements or initiate decisions by pushing the buttons or talking.

The machine vision system over the table (s generally described in thecited U.S. patent application Ser. No. 14/703,887, cited above and inthe background of the art in that application) will recognize cards(flop, robot's and possibly player's) and calculate chips in the trays.Any other visual identification system for the cards and chips (e.g.,eye-in-the-sky card readers, card scanners in the shufflers or dealingshows, card readers on or in the table top, and the like) may be used.

The system may enable 2 levels of play:

-   1. using only good poker playing software-   2. using good poker playing software and player's card recognition    (enabling processor knowledge of player and robotic dealer hands and    wagers and strategy.

The system may be used ONLY for entertainment purpose: so that playerscan play a number of hands, or play until certain limits are met (e.g.,player at least doubles an initial stake or loses at least 50% of aninitial stake) and if they win, according to defined standards, such astaking all money from the robotic player in a certain number of hands,the player is declared a winner. Various prizes may be randomly awarded,independent of a degree of winning outcome, or prizes may be based on alevel of success. For example, one out of a hundred wins against therobot in which the player accumulates all robot funds may be a freeentry into a tournament. Other prizes such as nights at the casino,additions to comp cards, free meals, etc. may be provided.

Wagers progress in the game as additional communal playing cards areprovided to the communal area. A final resolution for a player may occurafter a predetermined number of hands or a predetermined time.

The technology further includes robotic system for providingentertainment to players of competitive card games having:

-   -   a) a source of randomized playing cards;    -   b) a processor having no knowledge of card rank and suit order        in the randomized playing cards;    -   c) the processor containing memory of game strategy for the        competitive card games;    -   d) a source of randomized playing cards for providing randomized        playing cards to a player position and a dealer position;    -   e) a player input for providing wagers in the competitive card        games;    -   f) the processor configured to exercise code to perform wagering        events in the competitive card game based upon only random        activity and/or performance according to the stored game        strategy;    -   g) a robotic device simulating a dealer at the dealer position;        and    -   h) the system resolving wagers made in the competitive card        games at conclusion of rounds of play in the competitive card        games.

The system may have chip reading technology is present enabling readingand accounting of wagers, total chip value held by a player and totalchip value held by at the dealer position. The source of randomizedplaying cards is a shuffler or storage shoe configured to allow removalof one or more playing cards for manual delivery to a player positionand a dealer position. The system may use gaming chips that have nonegotiable value in the casino and resolution of the a final accountingof player chip total after at least one of a specific number of hands, aspecific amount of time, or a specific total in player chips isaccomplished by selection of a random award selected from a set ofavailable awards.

What is claimed:
 1. A system for providing entertainment to players ofcompetitive card games comprising: a) a source of randomized playingcards; b) a processor having knowledge of card rank and suit order inthe randomized playing cards; c) the processor containing memory of gamestrategy for the competitive card games; d) a mechanical card movingsystem for moving randomized playing cards from the source of randomizedplaying cards to a player position and a dealer position; e) a playerinput for providing wagers in the competitive card games; f) theprocessor configured to exercise code to perform wagering events in thecompetitive card game based upon knowledge of card rank and suit orderin the randomized playing cards and performance of the stored gamestrategy; and g) the processor resolving wagers made in the competitivecard games at conclusion of rounds of play in the competitive cardgames.
 2. A robotic system for providing entertainment to players ofcompetitive card games comprising: a) a source of randomized playingcards; b) a processor having knowledge of card rank and suit order inthe randomized playing cards; c) the processor containing memory of gamestrategy for the competitive card games; d) a mechanical card movingsystem for making randomized playing cards from the source of randomizedplaying cards available to a player position and a dealer position; e) aplayer input for providing wagers in the competitive card games; f) theprocessor configured to exercise code to perform wagering events in thecompetitive card game based upon knowledge of card rank and suit orderin the randomized playing cards and performance of the stored gamestrategy; g) a robotic device simulating a dealer at the dealerposition; and h) the processor resolving wagers made in the competitivecard games at conclusion of rounds of play in the competitive cardgames.
 3. The robotic system of claim 2 wherein the robotic device hasan audio system that provides language output from the memory relatingto events in the competitive games.
 4. The robotic system of claim 3wherein the robotic device comprises a head, torso and at least onemoveable arm, with movement of the at least one moveable arm controlledby the processor.
 5. The robotic system of claim 3 wherein performanceof wagering events in the competitive card game is based upon knowledgeof card rank and suit order in the randomized playing cards as deliveredto the player position and the dealer position and performance of thestored game strategy.
 6. The robotic system of claim 4 whereinperformance of wagering events in the competitive card game is basedupon knowledge of card rank and suit order in the randomized playingcards as delivered to the player position and the dealer position andperformance of the stored game strategy.
 7. The robotic system of claim2 wherein the competitive game is a playing card poker game and thewagers are resolved on the basis of respective poker ranks in the playerposition and the dealer position.
 8. The robotic system of claim 4wherein the competitive game is a playing card poker game and the wagersare resolved on the basis of respective poker ranks in the playerposition and the dealer position.
 9. The robotic system of claim 3wherein the competitive game is a playing card poker game and the wagersare resolved on the basis of respective poker ranks in the playerposition and the dealer position.
 10. The robotic system of claim 6wherein the competitive game is a playing card poker game and the wagersare resolved on the basis of respective poker ranks in the playerposition and the dealer position.
 11. The robotic system of claim 3wherein the processor executes code to provide audio informationidentifying at least game play strategy being performed by the processorin the competitive game of poker.
 12. The robotic system of claim 4wherein the processor executes code to provide audio informationidentifying at least game play strategy being performed by the processorin the competitive game of poker.
 13. The robotic system of claim 6wherein the processor executes code to provide audio informationidentifying at least game play strategy being performed by the processorin the competitive game of poker.
 14. The robotic system of claim 6wherein the processor executes code that prohibits bluffing wageringagainst a player when the processor recognizes that a hand of playingcards at the dealer position is a higher poker rank than a poker rank ata hand at a player position.
 15. The robotic system of claim 9 whereinthe processor executes code that prohibits bluffing wagering against aplayer when the processor recognizes that a hand of playing cards at thedealer position is a higher poker rank than a poker rank at a hand at aplayer position.
 16. A method of playing a game of entertainment on arobotic system for providing entertainment to players of competitivecard games comprising: a) providing a source of randomized playingcards; b) a processor determining knowledge of card rank and suit orderin the randomized playing cards; c) the processor containing memory ofgame strategy for the competitive card games; d) a mechanical cardmoving system making randomized playing cards available from the sourceof randomized playing cards available to a player position and a dealerposition; e) a player inputting wagers in the competitive card games; f)the processor executing code to perform wagering events in thecompetitive card game based upon knowledge of card rank and suit orderin the randomized playing cards and performance of the stored gamestrategy; g) a robotic device simulating a dealer at the dealerposition; and h) the processor resolving wagers made in the competitivecard games at conclusion of rounds of play in the competitive cardgames; the game being played with only non-economic value wagers. i) Themethod of claim 16 wherein all playing cards are randomized virtualplaying cards displayed at the dealer position on a display device. j)The method of claim 16 wherein all playing cards are physical playingcards provided to the dealer position and the player position. k) Themethod of claim 18 wherein the physical playing cards are provided froma dealer shoe containing randomized playing cards or from a playing cardrandomizing system that provides randomized playing cards fordistribution to the dealer position and the player position.
 17. Arobotic system for providing entertainment to players of competitivecard games comprising: i) a source of randomized playing cards; j) aprocessor having no knowledge of card rank and suit order in therandomized playing cards; k) the processor containing memory of gamestrategy for the competitive card games; l) a source of randomizedplaying cards for providing randomized playing cards to a playerposition and a dealer position; m) a player input for providing wagersin the competitive card games; n) the processor configured to exercisecode to perform wagering events in the competitive card game based upononly random activity and/or performance according to the stored gamestrategy; o) a robotic device simulating a dealer at the dealerposition; and p) the system resolving wagers made in the competitivecard games at conclusion of rounds of play in the competitive cardgames.
 18. The system of claim 17 wherein the source of randomizedplaying cards is a shuffler or storage shoe configured to allow removalof one or more playing cards for manual delivery to a player positionand a dealer position.
 19. The system of claim 18 wherein chip readingtechnology is present enabling reading and accounting of wagers, totalchip value held by a player and total chip value held by at the dealerposition.
 20. The system of claim 19 wherein the gaming chips have nonegotiable value in the casino and resolution of the a final accountingof player chip total after at least one of a specific number of hands, aspecific amount of time, or a specific total in player chips isaccomplished by selection of a random award selected from a set ofavailable awards.